Posts made by Thaddeus

Can somebody please help to get this working. I have all the plugins extracted to the correct directory, I have generated the VS project files using VS community 2015 which is installed using the custom menu and making sure VS C++ is ticked but when i goto open it asks me first to install missing modules (which i'm aware is fine) then i get a messag saying "cardinalmenu could not be compiled. Try Rebuilding from source manually" please can somebody help me, i took the day off work to try and get this up and running but i can get over the first hurdle. lol

I noticed a bug with the source build of Unreal Engine version 4.21.0 that stops Steam clients from joining a server due to a false "out of date client" error. Using the launcher version of the engine does not have this issue. I think it may be a problem in 4.20 as well but I haven't confirmed it.

Sorry, we are having issues with php on our host. I've been working to resolve them. I hope to have it resolved soon.

Edit: The main website at metahusk.com is experiencing random 500 errors due to php problems. I was incorrect saying that the php problems were related to the forums at community.metahusk.com. They are hosted on different servers.

To solve your issue, I disabled the spoilers. I thought I had fixed the issue as I no longer see that problem on my end on Chrome or Firefox but apparently it is not resolved.

I have a problem to find where i can change name of the playgamepanel and delete the split screen button from the menu.
can someone help me to delete this button? i only disable the window its open and change what it opens when you click on it

Open the PlayGameSubMenu widget located here:
/Cardinal/MainMenu/Blueprints/UI/Submenus/PlayGameSubMenu.PlayGameSubMenu'

To change the names of the buttons:
Open the Designer tab on the Widget and then navigate to SettingsButtonsLine in the Hierarchy.
In the Details tab and in the Default section and then under ButtonsNames you will see an array of the names.
Change these names to change the button names.

To change the functions of the buttons:
Open the Graph tab in the widget.
Open the function called OpenDetailsContainer.
There you will see a SwitchonInt that controls each button in order from 0 to 4. This is where the button's actions are performed in order of their name listed in the array. (Like OpenMap and so on)

To remove the Local Split Screen Button:
Remove the button name in the array (Array item 1)
Then move the pins from switch on int to adjust for the order change. (So 2 now goes to 1, 3 to 2, and 4 to 3)

I tested every case, ethernet to wireless, ethernet to ethernet, and wireless to ethernet. Computers are not in Lan, each is 2km away. I can't find that option in router. Thank you for quick respond, it looks like it's not a problem in us (blueprints).

Maybe we will have to look into a different solution to run pings. I really don't know the percent of routers that will allow ICMP pings or not.

If your game will run mostly dedicated servers, the method will probably work better because then there's usually a direct connection or forwarding involved. The dedicated server I test with has been working well. It does take a few seconds to display the ping, though.

But if you plan on running servers hosted by local clients, this might not be the best solution if most routers in the wild won't respond to ICMP requests. Good luck

Hi, sorry to bother you. I'm using 4.19 version of your project and I tested Steam Party with 3 different computers and everytime it doesn't show ping of session, always show "-". Client successfully receive host ip address (I checked via print screen function). Does this happen to you? I know that Unreal have problem with Steam ping so we have to use additional plugin. BTW keep up the good work!

Are you testing them on different networks with a separate WAN address?

It happens on a lot of people's networks because it's ICMP pinging the router and a lot of routers reject ping requests for security reasons. I turn on "respond to pings" on my router. (Some routers don't give this option for some reason, they just reject all pings. They get rejected to stop botnets from scanning the internet for live IP addresses.) The ping method in this project doesn't do a NAT punchthrough for the ping on the local client, it's just a simple ping to the WAN address.

On the networks I've tested: Most public WiFi's I've tried seem to respond to pings, such as Starbucks. My cellular hotspot does not allow ICMP pings to pass, I imagine this is standard on cell networks. PfSense routers do not allow ICMP pings. Most century link routers I've tested do allow pings to go through.

Maybe we should put an explanation on the network search tab in the game.